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-rw-r--r--assetFactory/cylinder.cpp3
-rw-r--r--assetFactory/faceController.cpp8
-rw-r--r--assetFactory/factoryMesh.cpp6
3 files changed, 16 insertions, 1 deletions
diff --git a/assetFactory/cylinder.cpp b/assetFactory/cylinder.cpp
index 83cf035..d51dc37 100644
--- a/assetFactory/cylinder.cpp
+++ b/assetFactory/cylinder.cpp
@@ -36,6 +36,9 @@ Cylinder::createMesh(ModelFactoryMesh & mesh, const Mutation::Matrix & mutation)
mesh.add_vertex({xyz1t.x, xyz1t.y, xyz1t.z}),
}));
});
+ for (const auto & [name, face] : surface) {
+ mesh.property(mesh.smoothFaceProperty, face) = true;
+ }
surface.emplace("bottom", mesh.add_face(bottom));
surface.emplace("top", mesh.add_face(top));
diff --git a/assetFactory/faceController.cpp b/assetFactory/faceController.cpp
index c04a656..7ec7820 100644
--- a/assetFactory/faceController.cpp
+++ b/assetFactory/faceController.cpp
@@ -23,6 +23,9 @@ FaceController::apply(ModelFactoryMesh & mesh, const std::string & name, Shape::
const auto vertexCount = points.size();
const auto centre
= std::accumulate(points.begin(), points.end(), glm::vec3 {}) / static_cast<float>(vertexCount);
+ if (smooth) {
+ mesh.property(mesh.smoothFaceProperty, cf.second) = true;
+ }
if (type == "extrude") {
Shape::CreatedFaces newFaces;
// mutate points
@@ -43,6 +46,11 @@ FaceController::apply(ModelFactoryMesh & mesh, const std::string & name, Shape::
mesh.add_face({baseVertices[idx], baseVertices[next], vertices[next], vertices[idx]}));
}
newFaces.emplace(name, mesh.add_face(vertices));
+ if (smooth) {
+ for (const auto & [name, face] : newFaces) {
+ mesh.property(mesh.smoothFaceProperty, face) = true;
+ }
+ }
for (const auto & [name, faceController] : faceControllers) {
faceController.apply(mesh, name, newFaces);
}
diff --git a/assetFactory/factoryMesh.cpp b/assetFactory/factoryMesh.cpp
index 9d30ac9..baa031d 100644
--- a/assetFactory/factoryMesh.cpp
+++ b/assetFactory/factoryMesh.cpp
@@ -17,10 +17,14 @@ FactoryMesh::createMesh() const
mesh.triangulate();
mesh.update_face_normals();
+ mesh.update_vertex_normals();
std::vector<Vertex> vertices;
for (const auto & face : mesh.faces()) {
+ const auto smooth = mesh.property(mesh.smoothFaceProperty, face);
for (const auto & vertex : mesh.fv_range(face)) {
- vertices.emplace_back(mesh.point(vertex), NullUV, mesh.property(mesh.face_normals_pph(), face));
+ vertices.emplace_back(mesh.point(vertex), NullUV,
+ smooth ? mesh.property(mesh.vertex_normals_pph(), vertex)
+ : mesh.property(mesh.face_normals_pph(), face));
}
}
return std::make_shared<Mesh>(vertices, vectorOfN(vertices.size()));